
I was finishing up my Civ V: Brave New World strategies this fall, and thought that I'd finally have some time to play other games besides Civilization. Firaxis and 2K, however, had other plans. Instead of being able to play other Steam games and getting back to my PS3, instead, I now have Civ in SPACE!
I guess I can't escape Civ so easily...
So is Beyond Earth going to hold my attention, keep me up till 3 in the morning playing "one more turn", and monopolize my PC gaming? Or will it be a short diversion before being shelved in favor of other games?
Table of Contents
Most of the gameplay mechanics of Beyond Earth are variations of equivalent mechanics in Civilization V, with more or less complexity. This makes the game very accessible and familiar for most Civ players, but it also means that Beyond Earth isn't really pushing any gameplay boundaries. Whereas Civ V's transition to a hex grid revolutionized the series, Beyond Earth just feels like more of the same.
Most of the added complexity works in the game's favor, but some mechanics have been simplified such that they almost feel pointless.
Beyond Earth's extraterrestrial setting does play a small factor in the gameplay and differentiates this game a bit from Civilization V. The most prominent displays of this are in the alien life forms and the terrain of the map. The inclusions of canyons as a geography characteristic is mostly superficial, as they function almost identically to mountains. The biggest change is the inclusion of toxic "miasma". Miasma tiles cause damage to units that end their turn on it, and trade units cannot pass through miasma at all.
Miasma damages units and blocks trade routes until you unlock the ability to remove it or survive it.
This adds a satisfying challenge and sense of having to deal with a hostile alien environment.
This adds some challenge to the first half of the game, since miasma can force the player to explore and expand differently than they would in Civ V. Miasma can force your workers to have to avoid improving certain terrain, and may prevent explorers from accessing certain regions of the map or completing some expedition sites. It can also prevent your trade units from following direct routes between cities, which can cause them to follow winding paths far outside your inherent zone of control, making them harder to protect.
Contrary to the developers' claims prior to release, the aliens really are just reskins of Civ V's barbarians. They are counted as "enemy" units to every civilization and inflict zone of control automatically. They spawn randomly from nests that function identically to encampments, and even offer monetary rewards for entering the tile and destroying the nest. The only major difference is ... [More]
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Tags:Sid Meier's Civilization, Civilization: Beyond Earth, review, science fiction, space, affinity, Firaxis, 2K Games, PC, Steam, strategy, grand strategy, turn-based strategy, alien, Civilization: Beyond Earth
Interstellar is a rare hard sci-fi movie.
There has been a sad dearth of hard science fiction movies in recent memory. While comic book and alien invasion movies and the like have been proliferating (and some of them have been very good), there haven't been as many movies that have been willing to take science fiction subject matter seriously. The only mainstream releases that I can think of off the top of my head are District Nine, Inception, and Gravity, neither of which really wowed me. District Nine was alright, but I felt that its racism allegory fell flat since the aliens themselves considered the majority of their species to be mindless automatons. Inception was a fun ride, but nowhere near as clever or complicated as people made it out to be. And Gravity wasn't really "science fiction"; more like just "space drama" disaster porn.
That leaves the indie movie Moon and the surprisingly good Rise of the Planet of the Apes and Dawn of the Planet of the Apes as the only really good examples of high-brow science fiction that I can think of - and maybe Edge of Tomorrow can count as "medium-brow".
That's why I've been very excited about Christopher Nolan's new movie, Interstellar. It had all the trappings of a modern-day 2001: A Space Odyssey, which (confusing psychedelic ending aside - read the book!) is one of the best hard science fiction movies ever made. Interstellar definitely lived up to this expectation, but it's a much gloomier and more depressing epic than Arthur Clark and Stanley Kubrick's masterpiece.
The space travel plot is, in fact, almost identical to 2001. A crew must travel in hypersleep in an experimental spacecraft to investigate an anomaly around Saturn (the original 2001 book placed the monolith in orbit around Saturn, but it was changed to Jupiter for the film). The sleeping crew is even overseen by intelligent robots. The rising action has conspiratorial undertones, and the climax dives deep into metaphysical fringe science.
Interstellar [LEFT] is very similar to Arthur Clark and Stanley Kubrick's 2001: a Space Odyssey [RIGHT] in its detail-oriented depiction of space travel.
A lot of the science in the first half of the movie is solid, and it's actually integral to the narrative and drama between the characters. The second half takes a lot more creative license for the sake of plot. There are significant issues with relativity with regard to a black hole, metaphysical stuff about a "ghost", and some ham-fisted mumbo jumbo about the power of love transcending time and space. But despite some silly science, there's a very real possibility that audiences might leave the theater with a better understanding and appreciation of relativity.
So Interstellar definitely earns its comparisons to 2001... [More]
35e64e9b-a1a8-4a07-b7ac-d718da273664|1|5.0
Tags:Interstellar, Christopher Nolan, science fiction, space, wormhole, black hole, Saturn, climate change, predestination paradox, time travel, relativity, 2001: a Space Odyssey
It's been a long time since there's been a mainstream survival horror game. Alien: Isolation may not be the same kind of traditional survival horror as its classic Resident Evil, Silent Hill, or Alone in the Dark predecessors, but many players may not have much familiarity with the stricter resource management that is required in a game like this.
Dead Space and The Last of Us had resource management elements, but since those games were more action-oriented, you weren't under as much pressure to conserve supplies. Alien: Isolation, however, is a bit slower and requires slightly better management, since it isn't quite as generous about providing supplies. As such, I thought I'd offer a few tips for inexperienced survival horror players to help them cope with surviving on Sevastopol.
Don't hide in plain view of a doorway or down the hallway, since the alien will be able to see you.
I'm not going to post specific tips for problem areas of the game. For those, you can look for actual walkthroughs provided by other authors. Instead, these will be five general-use tips that will apply to the majority of the game:
[More]
9bb4d77a-97dd-4679-b3b1-cde0ba3cf6cd|1|5.0
Tags:Alien Isolation, Alien, the Creative Assembly, Ripley, science fiction, horror, survival horror, resource management, crafting, memo, flamethrower, med kit, molotov

There is no shortage of games that have been based on the Aliens movie. Heck, even Starcraft is basically an unlicensed Aliens versus Predator game! But games that have the Aliens name on them have a very shaky track record. Some have been good. Others have been absolutely terrible. Last year's highly-anticipated Aliens: Colonial Marines (by Gearbox) just might have been the worst of the bunch, and left a very sour taste in fans' mouths.
But this new game is different. It's developed by Creative Assembly (of Total War fame), and its actually based on the first film of the franchise: Alien (singular).
Where the sequel Aliens is a high-octane sci-fi action film about a battalion of macho space marines being put in their place by a hive of aggressive xenomorphs, Alien is a much slower and more cerebral sci-fi horror movie about a group of space truckers who get picked off one by one by a single hostile xenomorph. This shift in focus from the action-packed sequel to its smarter horror predecessor is a welcome change for the franchise and a breath of fresh air in AAA game development. For over a decade now, horror has been on the decline when it comes to big-budget games. This is thanks in part to Resident Evil 4, and the only major horror game that's come out since has been Dead Space. It seemed that the slower, more cerebral style of horror that was popular during the PS1 and PS2 era (with games like Resident Evil and Silent Hill) was all but dead in mainstream gaming.
The motion tracker has a nifty control that lets you change focus between the tracker and the background environment.
So does Alien: Isolation live up to the hype and breath new life into the classic genre of survival horror?
... [More]
8984569a-40c8-4028-ae85-daf24bd13be6|3|5.0
Tags:Alien Isolation, Alien, the Creative Assembly, Ripley, Sigourney Weaver, Ridley Scott, Dead Space, science fiction, horror, survival horror, movie tie-in
Another good movie in a good year of movies!
This year has been a real treat for my movie sensibilities! Usually, a given year might have one or two high-quality movies that stand above the rest of the dumb summer popcorn flicks. But it's not even August yet, and I've already seen five really good movies. The year started off well with the quirky, sci-fi romance story Her (which I meant to review, but never got around to it). Then, Captain America Winter Soldier turned out to be an exceptional super hero spy thriller. I already reviewed X-Men Days of Future Past and Edge of Tomorrow - both of which I also really liked!
So far, the only disappointment has been the poorly-written Amazing Spider-Man 2 (but this was kind of to be expected, thanks Alex Kurtzman and Roberto Orci). I also have no interest in Transformers 4 or Ninja Turtles, since those both look like standard Michael Bay garbage.
And so we come to Dawn of the Planet of the Apes, a sequel to the prequel / reboot Rise of the Planet of the Apes. Rise was a surprisingly good movie that did an excellent job of humanizing a CGI monkey. Dawn picks up ten years after the last movie ended. The virus that James Franco's character created in the lab as a potential treatment for Alzheimer has spread to the rest of the population and almost wiped out the human race, leaving only the small fraction of people that are genetically resistant to it.
The whole first act of the movie doesn't include a single human character at all, or even any dialogue. Instead, it depicts the ape characters and their culture and social structure, and it really helps to build up the apes as sympathetic characters... [More]
ca38ba6a-ebee-48e3-b58f-6df17015c169|1|4.0
Tags:Dawn of the Planet of the Apes, Planet of the Apes, ape, monkey, prequel, sequel, reboot, science fiction, war, virus, Alzheimer's disease, Caesar, Andy Serkis, Koba, Toby Kebbell, James Franco, silence, sign language
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